Virtual prop control method, device, equipment and storage medium
By adhering and deforming new virtual props after collision, the problem of low control accuracy caused by rebound of virtual props in the prior art is solved, and higher control accuracy and display effects are achieved.
Patent Information
- Application Number
- CN202010808039.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2020-08-12
- Publication Date
- 2024-12-27
- Estimated Expiration
- 2040-08-12
AI Technical Summary
Existing virtual props rebound after collision, causing the movement trajectory to deviate from user expectations, low control accuracy, and the damage range cannot be accurately grasped.
A new type of throwing virtual prop is introduced, which has the ability to adhere to the surface of the virtual object after collision, and deformation and special effects are displayed at the adhesion position to improve control accuracy and display effect.
Through adhesion and deformation, the movement trajectory of virtual props meets user expectations, improves control accuracy and display effect. Users can accurately control virtual props and intuitively understand their type and function through special effects.
Smart Images

Figure CN111760284B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a virtual prop control method, device, equipment and storage medium. Background Art
[0002] With the development of computer technology and the diversification of terminal functions, more and more types of games can be played on terminals. Among them, shooting games are a popular game. The terminal can display a virtual scene in the interface and display a virtual character in the virtual scene. The virtual character can control virtual props to fight with other virtual characters.
[0003] At present, taking throwing virtual props as an example, the control method of this part of virtual props is usually: the terminal controls the virtual character to throw the virtual props according to the throwing instruction, and when the virtual props collide with any virtual object in the virtual scene, the virtual props are controlled to rebound, until the virtual props are thrown out for a certain time, and then the virtual props are controlled to explode.
[0004] The above-mentioned virtual props will rebound after hitting the virtual object. After the rebound, the movement trajectory of the virtual props deviates from the user's expectations. The user cannot accurately grasp the range of damage caused by the virtual props. Therefore, the accuracy of controlling the virtual props is low, which does not meet the user's expectations and the control effect is poor. Summary of the invention
[0005] The embodiments of the present application provide a virtual prop control method, device, equipment and storage medium, which can improve the control accuracy and control effect of virtual props and achieve better display effect. The technical solution is as follows:
[0006] In one aspect, a virtual prop control method is provided, the method comprising:
[0007] In response to a throwing instruction for a virtual prop, controlling the virtual prop to move along a target motion trajectory in a virtual scene;
[0008] In response to the virtual prop colliding with any virtual object on the target motion track in the virtual scene, controlling the virtual prop to adhere to the surface of the virtual object and deform at the adhered position;
[0009] A first target special effect is displayed in a first area corresponding to the adhesion position.
[0010] In a possible implementation, in response to the virtual prop colliding with any virtual object on the target motion track in the virtual scene, controlling the virtual prop to adhere to the surface of the virtual object includes:
[0011] In response to the existence of an intersection between the target motion trajectory and the surface of any virtual object in the virtual scene, the virtual prop is controlled to adhere to the surface of the virtual object at the intersection.
[0012] In one aspect, a virtual prop control device is provided, the device comprising:
[0013] A control module, for controlling the virtual prop to move along a target motion trajectory in a virtual scene in response to a throwing instruction for the virtual prop;
[0014] The control module is further configured to control the virtual prop to adhere to the surface of the virtual object and deform at the adhered position in response to the virtual prop colliding with any virtual object on the target motion track in the virtual scene;
[0015] The display module is used to display a first target special effect in a first area corresponding to the adhesion position.
[0016] In one possible implementation, the control module is used to control the virtual prop to adhere to the surface of the virtual object at the collision position according to the collision position between the virtual prop and the surface of the virtual object in response to the virtual prop colliding with any virtual object on the target motion trajectory in the virtual scene.
[0017] In a possible implementation, the control module is used to control the virtual prop to adhere to the surface of the virtual object at the intersection in response to the existence of an intersection between the target motion trajectory and the surface of any virtual object in the virtual scene.
[0018] In a possible implementation, the control module includes a determination unit and a control unit;
[0019] The determining unit is used to determine the deformation direction of the virtual prop according to the surface of the virtual object and the adhesion position;
[0020] The control unit is used to control the virtual prop to deform along the deformation direction at the adhesion position.
[0021] In a possible implementation manner, the determining unit is used to obtain a normal direction at the adhesion position on the surface of the virtual object, and determine the normal direction as the deformation direction of the virtual prop.
[0022] In a possible implementation, the display module includes an acquisition unit and a display unit;
[0023] The acquisition unit is used for acquiring a first area corresponding to the adhesion position according to the adhesion position;
[0024] The display unit is used to display a first target special effect in the first area.
[0025] In a possible implementation manner, the acquisition unit is configured to acquire an area with the adhesion position as the center and a radius as the target radius as the first area corresponding to the adhesion position.
[0026] In a possible implementation, the device further includes:
[0027] A first acquisition module, configured to acquire, according to the adhesion position, a second area corresponding to the adhesion position;
[0028] The control module is further configured to control the virtual life value of the virtual character to decrease in response to any virtual character being located in the second area when the virtual prop is deformed.
[0029] In a possible implementation, the device further includes:
[0030] A second acquisition module, configured to acquire, according to the adhesion position, a third area corresponding to the adhesion position;
[0031] The control module is further configured to control the virtual life value of any virtual character to continuously decrease in response to any virtual character being located in the third area.
[0032] In one possible implementation, the first area and the third area are the same, or the third area includes the first area and the third area is larger than the first area; or the third area is located within the first area and the third area is smaller than the first area.
[0033] In a possible implementation, the control module is further configured to control the virtual life value of the currently controlled virtual character to continuously decrease in response to the currently controlled virtual character being located in the third area;
[0034] The display module is also used to display a second target special effect in the user graphical interface, and the second target special effect is used to prompt that the virtual life value of the currently controlled virtual character is decreasing.
[0035] In a possible implementation, the control module is further configured to control the third area to move along with the movement of the virtual object in response to the virtual object moving in the virtual scene.
[0036] In a possible implementation, the display duration of the first target special effect is a target duration, and after the target duration, the function of causing damage to the virtual character in the third area disappears.
[0037] On the one hand, an electronic device is provided, comprising one or more processors and one or more memories, wherein at least one program code is stored in the one or more memories, and the at least one program code is loaded and executed by the one or more processors to implement various optional implementations of the above-mentioned virtual prop control method.
[0038] On the one hand, a computer-readable storage medium is provided, wherein at least one program code is stored in the storage medium, and the at least one program code is loaded and executed by a processor to implement various optional implementations of the above-mentioned virtual prop control method.
[0039] In one aspect, a computer program product or a computer program is provided, wherein the computer program product or the computer program includes one or more program codes, and the one or more program codes are stored in a computer-readable storage medium. One or more processors of an electronic device can read the one or more program codes from the computer-readable storage medium, and the one or more processors execute the one or more program codes, so that the electronic device can perform any of the above-mentioned possible implementation methods of the virtual prop control method.
[0040] In the embodiment of the present application, on the one hand, a new type of throwing virtual props is introduced. Unlike the virtual props in the related art that bounce back after hitting a virtual object after being thrown, the new type of throwing virtual props has the ability to adhere. When it hits any virtual object when thrown, it will not bounce back, but will adhere to the surface of the virtual object, and will not rebound to deviate from the user's expected motion trajectory. In this way, the deformation position of the virtual props meets the user's expectations, and the user can accurately control the virtual props, which improves the accuracy of controlling the virtual props and has a good control effect on the virtual props. On the other hand, the virtual props will deform and display the first target special effect after being adhered. The deformation and the first target special effect can intuitively indicate the type of the virtual props and the effect it will produce after adhesion, and the display effect is better. BRIEF DESCRIPTION OF THE DRAWINGS
[0041] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0042] Figure 1 It is a schematic diagram of an implementation environment of a virtual prop control method provided in an embodiment of the present application;
[0043] Figure 2 is a flow chart of a virtual prop control method provided by an embodiment of the present application;
[0044] Figure 3 is a flow chart of a virtual prop control method provided by an embodiment of the present application;
[0045] Figure 4 This is a schematic diagram of an introduction interface of a virtual prop provided in an embodiment of the present application;
[0046] Figure 5 This is a schematic diagram of a terminal interface provided by an embodiment of the present application;
[0047] Figure 6 This is a schematic diagram of a terminal interface provided by an embodiment of the present application;
[0048] Figure 7 is a schematic diagram of a ray detection method provided in an embodiment of the present application;
[0049] Figure 8 This is a schematic diagram of a terminal interface provided by an embodiment of the present application;
[0050] Fig. 9 This is a schematic diagram of a terminal interface provided by an embodiment of the present application;
[0051] Fig.10 This is a schematic diagram of a terminal interface provided by an embodiment of the present application;
[0052] Fig.11 It is a schematic diagram of a terminal interface and a schematic diagram of obtaining a damage area provided in an embodiment of the present application;
[0053] Fig.12 is a flow chart of a virtual prop control method provided by an embodiment of the present application;
[0054] Fig.13 is a structural schematic diagram of a virtual prop control device provided in an embodiment of the present application;
[0055] Fig.14 It is a structural block diagram of a terminal provided in an embodiment of the present application;
[0056] Fig.15 It is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0057] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0058] In the present application, the terms "first", "second", etc. are used to distinguish between identical or similar items having substantially the same effects and functions. It should be understood that there is no logical or temporal dependency between "first", "second", and "nth", nor is the quantity and execution order limited. It should also be understood that although the following description uses the terms first, second, etc. to describe various elements, these elements should not be limited by the terms. These terms are only used to distinguish one element from another. For example, without departing from the scope of the various described examples, a first image can be referred to as a second image, and similarly, a second image can be referred to as a first image. Both the first image and the second image can be images, and in some cases, can be separate and different images.
[0059] The term "at least one" in this application means one or more, and the term "plurality" in this application means two or more, for example, a plurality of data packets means two or more data packets.
[0060] It should be understood that the terms used in the description of the various examples herein are only for describing specific examples and are not intended to be limiting. As used in the description of the various examples and the appended claims, the singular forms "a", "an", and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise.
[0061] It should also be understood that the term "and / or" used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items. The term "and / or" is a description of the association relationship of associated objects, indicating that three relationships can exist. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. In addition, the character " / " in this application generally indicates that the associated objects before and after are in an "or" relationship.
[0062] It should also be understood that in the various embodiments of the present application, the size of the serial number of each process does not mean the order of execution. The execution order of each process should be determined by its function and internal logic, and should not constitute any limitation on the implementation process of the embodiments of the present application.
[0063] It should also be understood that determining B based on A does not mean determining B only based on A. B can also be determined based on A and / or other information.
[0064] It should also be understood that the term “comprising” (also known as “inCludes”, “inCluding”, “Comprises” and / or “Comprising”) when used in this specification specifies the presence of stated features, integers, steps, operations, elements, and / or components, but does not exclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and / or groups thereof.
[0065] It should also be understood that the term "if" may be interpreted to mean "when" or "upon" or "in response to determining" or "in response to detecting." Similarly, the phrase "if it is determined that ..." or "if [a stated condition or event] is detected" may be interpreted to mean "upon determining that ..." or "in response to determining that ..." or "upon detecting [a stated condition or event]" or "in response to detecting [a stated condition or event]," depending on the context.
[0066] The nouns involved in this application are explained below.
[0067] Virtual scene: a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulation of the real world, a semi-simulation and semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene. The embodiments of the present application do not limit the dimensions of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc. The land may include environmental elements such as deserts and cities, and the user can control the virtual character to move in the virtual scene.
[0068] Virtual objects: refers to objects in a virtual scene. The virtual objects are fictitious objects used to simulate real objects or creatures. For example, people, animals, plants, oil drums, walls, stones, etc. displayed in a virtual scene. The virtual objects include virtual objects and virtual characters. Among them, virtual objects are objects without life attributes, for example, virtual objects can be virtual buildings, virtual vehicles, virtual props, etc. Virtual characters are objects with life attributes, for example, virtual characters can be virtual people, virtual animals, etc.
[0069] Optionally, the virtual objects include movable virtual objects and immovable virtual objects, such as movable virtual vehicles, movable virtual characters, and immovable virtual buildings.
[0070] Virtual character: refers to an object used to simulate a person or animal in a virtual scene. The virtual character can be a virtual person, a virtual animal, an animated character, etc., such as a person or an animal displayed in a virtual scene. The virtual character can be a virtual image used to represent the user in the virtual scene. A virtual scene can include multiple virtual characters, each of which has its own shape and volume in the virtual scene and occupies a part of the space in the virtual scene.
[0071] Optionally, the virtual character may be a player character controlled by operations on the client, or an artificial intelligence (AI) set in a virtual scene through training, or a non-player character (NPC) set in a virtual scene interaction. Optionally, the virtual character may be a virtual person competing in a virtual scene. Optionally, the number of virtual characters participating in the interaction in the virtual scene may be pre-set, or may be dynamically determined according to the number of clients joining the interaction.
[0072] Taking shooting games as an example, users can control virtual characters to fall freely, glide, or open parachutes to fall in the sky of the virtual scene, run, jump, crawl, bend forward, etc. on land, or control virtual characters to swim, float, or dive in the ocean. Of course, users can also control virtual characters to move in virtual vehicles in the virtual scene. For example, the virtual vehicle can be a virtual car, a virtual aircraft, a virtual yacht, etc., which are only illustrated by the above scenes, and the embodiments of the present application do not specifically limit this. Users can also control virtual characters to interact with other virtual characters through virtual props to fight, etc. For example, virtual props can include multiple types, such as sticky incendiary agents, grenades, cluster mines, smoke bombs, stun bombs, Molotov cocktails, or sticky grenades (referred to as "sticky mines") and other throwing virtual props, or machine guns, pistols, rifles and other shooting virtual props. The present application does not specifically limit the types of virtual props.
[0073] The implementation environment of this application is described below.
[0074] Figure 1 is a schematic diagram of an implementation environment of a virtual prop control method provided in an embodiment of the present application, see Figure 1 The implementation environment includes: a first terminal 120, a server 140 and a second terminal 160.
[0075] The first terminal 120 is installed and runs an application that supports virtual scenes. The application can be any one of a first-person shooting game (First-Person Shooting game, FPS), a third-person shooting game, a multiplayer online tactical competitive game (Multiplayer Online Battle Arena games, MOBA), a virtual reality application, a three-dimensional map program, or a multiplayer gun battle survival game. The first terminal 120 can be a terminal used by a first user, and the first user uses the first terminal 120 to operate a first virtual character in a virtual scene to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual character is a first virtual person, such as a simulated human character or an animated character. Schematically, the first virtual character can be a first virtual animal, such as a simulated monkey or other animals.
[0076] The first terminal 120 and the second terminal 160 are connected to the server 140 via a wireless network or a wired network.
[0077] The server 140 may include at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. The server 140 is used to provide background services for applications that support virtual scenes. Optionally, the server 140 may undertake the main computing work, and the first terminal 120 and the second terminal 160 may undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, the server 140, the first terminal 120, and the second terminal 160 adopt a distributed computing architecture for collaborative computing.
[0078] The second terminal 160 is installed and runs an application that supports virtual scenes. The application can be any one of FPS, third-person shooter games, MOBA, virtual reality applications, three-dimensional map programs, or multiplayer gunfight survival games. The second terminal 160 can be a terminal used by a second user, and the second user uses the second terminal 160 to operate a second virtual character in a virtual scene to perform activities, and the activities include but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the second virtual character is a second virtual person, such as a simulated human character or an animated character. Schematically, the second virtual character can be a second virtual animal, such as a simulated monkey or other animals.
[0079] Optionally, the first virtual character controlled by the first terminal 120 and the second virtual character controlled by the second terminal 160 are in the same virtual scene, and the first virtual character can interact with the second virtual character in the virtual scene. In some embodiments, the first virtual character and the second virtual character can be in a hostile relationship, for example, the first virtual character and the second virtual character can belong to different teams and organizations, and the virtual characters in the hostile relationship can interact in a combat manner on land by shooting at each other.
[0080] In other embodiments, the first virtual character and the second virtual character may be teammates. For example, the first virtual character and the second virtual character may belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions.
[0081] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms. The first terminal 120 may refer to one of a plurality of terminals, and the second terminal 160 may refer to one of a plurality of terminals. This embodiment is only illustrated by taking the first terminal 120 and the second terminal 160 as an example. The device types of the first terminal 120 and the second terminal 160 are the same or different, and the device types include: at least one of a smart phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Compression Standard Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Compression Standard Audio Layer 4) player, a laptop computer, and a desktop computer. For example, the first terminal 120 and the second terminal 160 may be smart phones, or other handheld portable game devices. The following embodiments are illustrated by taking the terminal including a smart phone as an example.
[0082] Those skilled in the art will appreciate that the number of the above terminals may be more or less. For example, the above terminal may be only one, or the above terminals may be dozens or hundreds, or more. The embodiment of the present application does not limit the number of terminals and device types.
[0083] Figure 2 is a flowchart of a virtual prop control method provided in an embodiment of the present application. The method is applied to an electronic device, which is a terminal or a server. Figure 2 Taking the method applied to a terminal as an example, the method includes the following steps.
[0084] 201. In response to a throwing instruction for a virtual prop, the terminal controls the virtual prop to move along a target motion trajectory in a virtual scene.
[0085] Virtual props are virtual objects that can interact with virtual characters, and virtual characters can control virtual props to compete with other virtual characters. For example, the virtual props include attack virtual props, which can cause damage to virtual characters. For example, grenades, sticky incendiary agents, etc. are attack virtual props, which can cause damage to virtual characters within a certain range when they explode or burn. The virtual props can also include auxiliary virtual props, which are used to assist virtual characters to complete certain actions or achieve certain goals. For example, smoke bombs, grappling hooks, etc. can assist virtual characters to conceal their bodies or assist virtual characters to move.
[0086] Virtual props may include throwing virtual props, shooting virtual props, and application virtual props. Throwing virtual props can be thrown by virtual characters and take effect after being thrown. Shooting virtual props can be used by virtual characters to cause damage to other virtual characters by throwing projectiles. Application virtual props include many ways of use. For example, medicine virtual props can be used to increase the virtual life value of virtual characters. For example, virtual props such as knives and frying pans can be used by virtual characters to directly attack other virtual characters.
[0087] In an embodiment of the present application, a new type of throwing virtual props can be provided. The user can perform a throwing operation on the terminal. The terminal receives a throwing instruction triggered by the throwing operation and can control the virtual character to throw the virtual props. Then, the virtual props can move along a certain motion trajectory.
[0088] The target motion trajectory of the virtual prop may be related to the viewing angle direction during the throwing operation. When performing the throwing operation, the user may adjust the viewing angle direction of the virtual scene through the viewing angle adjustment operation, thereby adjusting the target motion trajectory of the virtual prop. The viewing angle direction may be used as the initial motion direction of the virtual prop. After the initial motion direction of the virtual prop is determined, the target motion trajectory of the virtual prop may be obtained according to the initial motion direction and the initial speed.
[0089] 202. In response to the virtual prop colliding with any virtual object on the target motion track in the virtual scene, the terminal controls the virtual prop to adhere to the surface of the virtual object and deform at the adhered position.
[0090] The virtual prop does not have to hit the virtual character to cause damage to the virtual character. The virtual prop can be deformed after being thrown, and can cause damage to the surrounding virtual characters when deformed. After the virtual prop is deformed, it can also form an area, causing continuous damage to the virtual characters in the area. This attack that causes damage to a range or an area can be called a range attack. In this way, the user does not need to accurately aim at the virtual object, and the virtual object can be within the damage range of the virtual prop, which can simplify the user operation and reduce the difficulty of operation.
[0091] After the virtual prop is thrown, if there is a virtual object on the target motion trajectory, the virtual prop will collide with the virtual object. Different from the virtual prop in the related art that bounces back after hitting a virtual object after being thrown, the new throwing virtual prop has adhesion ability. When it hits any virtual object when thrown, it will not bounce back, but stick to the surface of the virtual object and deform at the adhesion position.
[0092] In this way, there will be no rebound that causes the movement trajectory to deviate from the user's expectations. In this way, the deformation position of the virtual props meets the user's expectations, and the user can accurately control the virtual props, which improves the accuracy of controlling the virtual props and has a good control effect on the virtual props. Through deformation, the user can also know the specific position of the virtual props, and can dodge the deformed position, or the user who throws the virtual props can also see the position of the virtual props, so as to judge whether it meets their expectations, and provide accurate information as a reference for the next competition.
[0093] 203. The terminal displays a first target special effect in a first area corresponding to the adhesion position.
[0094] The virtual prop can burn within a certain range after deformation. If the virtual character is within the range, the virtual character will continue to be damaged. The terminal can display a first target special effect in the first area corresponding to the adhesion position to indicate the effect of the virtual prop burning within a certain range.
[0095] In the embodiment of the present application, on the one hand, a new type of throwing virtual props is introduced. Unlike the virtual props in the related art that bounce back after hitting a virtual object after being thrown, the new type of throwing virtual props has the ability to adhere. When it hits any virtual object when thrown, it will not bounce back, but will adhere to the surface of the virtual object, and will not rebound to deviate from the user's expected motion trajectory. In this way, the deformation position of the virtual props meets the user's expectations, and the user can accurately control the virtual props, which improves the accuracy of controlling the virtual props and has a good control effect on the virtual props. On the other hand, the virtual props will deform and display the first target special effect after being adhered. The deformation and the first target special effect can intuitively indicate the type of the virtual props and the effect it will produce after adhesion, and the display effect is better.
[0096] Figure 3 is a flowchart of a virtual prop control method provided in an embodiment of the present application, see Figure 3 , the method comprises the following steps.
[0097] 301. The terminal displays the field of view of the currently controlled virtual character and the throwing controls of the virtual props.
[0098] The field of view picture refers to a picture simulating the observation of a virtual scene from the perspective of a virtual character, or a picture of the observation of a virtual scene from the perspective of a virtual camera near the virtual character. The throwing control of the virtual prop is used to detect the throwing operation of the virtual prop. If you want to throw the virtual prop, you can trigger the throwing instruction of the virtual prop by touching the throwing control.
[0099] The terminal can display the field of view and the above-mentioned throwing controls in the user graphical interface, so that the user can decide how to throw virtual props to cause damage to other virtual characters according to the situation of the virtual characters or virtual objects in the displayed field of view.
[0100] Optionally, the terminal can also display other information or controls in the user graphical interface. For example, the terminal can display the information of the terminal (for example, network connection status, power, etc.) in the user graphical interface. The terminal can also display relevant information of the currently controlled virtual character in the user graphical interface, for example, the relevant information may include attribute information (for example, virtual life value, equipped virtual props, etc.). The terminal can also display thumbnails of virtual scenes in the user graphical interface, for example, thumbnails of local or global virtual scenes, which can also be called small maps. The terminal can also display control controls for virtual characters in the user graphical interface, such as controls for controlling the movement of virtual objects (for example, virtual rockers, squatting, lying down, jumping, etc.), and controls for controlling the automatic movement of virtual objects, and controls for switching controlled virtual props, and backpack controls for virtual characters. Of course, the terminal can also display other information, which are not listed here one by one, and the embodiment of the present application does not specifically limit the display content of the user graphical interface.
[0101] For virtual props, virtual props may include multiple ways of obtaining them. Two ways are provided below. The embodiments of the present application may use any of the ways to obtain virtual props.
[0102] Method 1: Pickup method.
[0103] In the first method, the terminal can display a variety of virtual props in the virtual scene, such as shooting virtual props or throwing virtual props, etc. When the user sees the virtual props, he can control the virtual character to pick up the virtual props through the picking operation.
[0104] Specifically, the virtual prop can be displayed on the ground or virtual objects in the virtual scene. When the distance between the currently controlled virtual character and the virtual prop is less than the target threshold, a pick-up option of the virtual prop is displayed in the virtual scene. When a trigger operation on the pick-up option is detected, the terminal can control the virtual character to pick up the virtual prop. Optionally, after the pick-up is completed, the terminal can also display the virtual prop on a virtual target part in the virtual scene, thereby prompting the virtual character to equip the virtual prop.
[0105] The target part may be a hand, shoulder, back, waist, etc., and the target part is not limited in the embodiment of the present application. The target threshold may be set by relevant technicians according to requirements, and the embodiment of the present application does not limit this.
[0106] Method 2: Call acquisition method.
[0107] In the second method, the terminal can display a call control in the virtual scene. When the user wants to call the virtual prop, the call control can be triggered, and the terminal will receive the triggering operation of the call control and generate a creation instruction, so that the virtual prop can be created in response to the creation instruction. The call control is used to call the virtual prop into the virtual scene, and the call control can be in the form of a button displayed in suspension in the virtual scene.
[0108] In a possible implementation, virtual props can be classified, so that when viewing virtual prop information, the type of virtual prop can be used as an index to view. Since the virtual prop has harmful properties, the virtual prop can be classified as combat equipment. Virtual props belonging to the combat equipment type can also include hand grenades, sticky mines, etc., which are not listed here. Optionally, the virtual prop can also be classified as a type of damage mine with explosive damage.
[0109] For example, Figure 4 is a schematic diagram of an introduction interface of a virtual prop provided in an embodiment of the present application, such as Figure 4 As shown, the user can select the type of virtual props (such as combat equipment) 401, and the terminal will display the virtual props 402 of this type. If the user wants to know the specific information of a virtual prop 402, he can also select the displayed virtual props 402, and the terminal can display the information 403 of the selected virtual props 402. The virtual props 402 can be displayed in the Figure 4 On the left side of the figure, the user can observe the shape of the virtual prop 402. The information 403 of the virtual prop 402 can show the shape of the virtual prop 402. Figure 4 For example, taking fire sticky agent as an example, the fire sticky agent can also be called a sticky incendiary agent or a sticky incendiary bottle. The fire sticky agent can be attached to the surface of any object or any character. After the player equips the fire sticky agent in the battle equipment interface and enters the game, it can be used.
[0110] 302. The terminal controls the virtual prop to move along a target motion trajectory in the virtual scene in response to a touch operation on a throwing control of the virtual prop.
[0111] After the virtual object is equipped with the virtual prop, the user can select the virtual prop and perform a throwing operation under the control of the virtual character to control the virtual character to throw the virtual prop in the virtual scene. Specifically, when the user can perform a throwing operation and the terminal detects the throwing operation, the terminal can respond to the throwing operation of the virtual prop and obtain the target motion trajectory of the thrown object of the virtual prop based on the viewing direction of the current virtual scene, thereby controlling the thrown object of the virtual prop to move in the virtual scene according to the target motion trajectory.
[0112] For the throwing operation, the user can long press the throwing control and adjust the initial movement direction of the virtual prop through the perspective adjustment operation. After confirming the throwing, the user can cancel the long press operation on the throwing control.
[0113] The throwing operation can trigger a throwing instruction, and the throwing instruction includes information about the throwing operation. When the terminal receives the throwing instruction, it can respond to the throwing instruction and obtain the target motion trajectory of the virtual prop according to the initial motion direction and initial velocity of the virtual prop in the throwing instruction. Among them, the viewing direction can be used as the initial motion direction of the virtual prop, and the magnitude of the initial velocity can be a preset value, or it can be determined by the terminal according to the operation duration or pressure of the throwing operation, etc. The embodiment of the present application does not limit which specific method is adopted.
[0114] Optionally, the initial movement direction can be reflected as a throwing angle, and the angle between the viewing direction of the current virtual scene and the horizontal direction in the virtual scene can be used as the throwing angle. According to the throwing angle and the force information of the virtual prop, the target motion trajectory is obtained. For example, the force information can be vertically downward gravity, or for another example, the force can be vertically downward gravity and air resistance opposite to the movement direction of the virtual prop. The embodiment of the present application does not specifically limit the force information of the virtual prop. In one possible implementation, the target motion trajectory is a parabola.
[0115] In one possible implementation, when the user presses and holds the throwing control, the terminal can determine and display candidate motion trajectories based on the current viewing direction, so that the user can determine whether the current throwing direction meets expectations based on the candidate motion trajectories, and if not, it can also provide assistance for the adjustment steps.
[0116] In a specific example, the virtual prop can throw out a fire-carrying object, for example, the virtual prop can emit flames after deformation, and burn around the virtual prop. The user can select the virtual prop, press and hold the fire button, and release it when the throwing angle is adjusted to a suitable angle. The terminal can throw the virtual prop according to the current throwing angle, and the virtual prop can fly in the air according to the target motion trajectory corresponding to the current throwing angle.
[0117] The following is a specific example to illustrate the throwing process of virtual props. Figure 5As shown, the user can select the virtual prop 501 owned by the virtual character, and the terminal controls the virtual character to hold the virtual prop. The terminal can display a throwing control 502 in the user graphical interface. The number of the throwing controls 502 can be one, or two or more, which is not limited in the embodiment of the present application. When the user controls the virtual prop in the virtual object, he presses and holds the throwing control 502, and the terminal displays the candidate motion trajectory 503 according to the current viewing angle direction. If the user wants to adjust, he can perform the viewing angle adjustment operation. The terminal can adjust the candidate motion trajectory according to the viewing angle adjustment operation until the user is satisfied and can stop the touch operation of the throwing control 502, thereby controlling the virtual character to throw the virtual prop. The candidate motion trajectory when the touch operation stops is the target motion trajectory. Taking the virtual prop as fire adhesive as an example, the above process is: by default, the user uses the firearm weapon of the main weapon. The user needs to click on the throwing weapon equipment bar to switch out the fire adhesive (that is, the virtual prop 501), and then press the fire button (that is, the throwing control 502) to enter the pre-throwing state, and a pre-throwing line (that is, the candidate motion trajectory 503) will be displayed.
[0118] For the target motion trajectory (that is, the pre-throw line), if Figure 6 As shown, the acquisition process can be performed by acquiring the magnitude and direction of the initial velocity (that is, the initial velocity and initial motion direction mentioned above), and optionally, the acceleration can also be acquired. A parabolic trajectory can be calculated based on these parameters, and then a waypoint position 601 is acquired at a certain distance, and the waypoint position list is assigned to the special effect line to form a parabolic trajectory 602, which is also the target motion trajectory mentioned above. It should be noted that Figure 6 The waypoint location is only shown in the figure to illustrate its location, and it will not be displayed when displayed on the terminal interface.
[0119] It should be noted that the above-mentioned throwing control can also be other types of controls when the virtual character controls other virtual props or does not control virtual props. For example, before the user selects a throwing virtual prop, it can be a trigger control for other virtual props, or a trigger control for other actions. For example, if the user selects a firearm virtual prop, the control can also be called a firing control. If the user does not select any virtual prop, the control can be a punching control.
[0120] In a possible implementation, the terminal may display the control according to the state of the current virtual prop control and the display style corresponding to the state. For example, when the control is a firing control, the display style of the control is: a bullet is displayed in the center of the button. If the control is a throwing control, the display style of the control is: the throwing virtual prop is displayed in the center of the button. If the control is a punching control, the display style of the control is: a fist is displayed in the center of the button.
[0121] In a possible implementation, in step 302, the terminal may also display the target motion trajectory of the virtual prop, so that the user can more intuitively and clearly observe the motion of the projectile of the virtual prop.
[0122] It should be noted that step 301 and step 302 are processes for controlling the virtual prop to move along the target motion trajectory in the virtual scene in response to the throwing instruction of the virtual prop. The above only takes the example of controlling the throwing of the virtual prop by displaying the throwing control and the touch operation of the throwing control as an example. The throwing instruction can also be triggered by other means, for example, the throwing of the virtual prop can be controlled by gesture operation or gyroscope operation. Specifically, the terminal controls the virtual prop to move along the target motion trajectory in the virtual scene in response to the target gesture. Alternatively, the terminal determines the direction of the gyroscope based on the rotation data of the gyroscope, determines the terminal posture based on the gyroscope direction, and executes the step of controlling the movement of the virtual prop in response to the terminal being in the target posture.
[0123] 303. In response to the virtual prop colliding with any virtual object on the target motion track in the virtual scene, the terminal controls the virtual prop to adhere to the surface of the virtual object.
[0124] After the terminal controls the virtual character to throw the virtual prop, when the virtual prop moves along the target motion trajectory, if there is a virtual object on the target motion trajectory, the virtual prop may collide with the virtual object. Because the virtual prop has adhesion, unlike the related art where the virtual prop bounces back when encountering an object, the virtual prop can adhere to the surface of the collided virtual object.
[0125] In this way, the virtual prop will not bounce back, and the motion trajectory thrown by the user is the actual motion trajectory of the virtual prop, so the deformation position of the virtual prop is a certain point on the target motion trajectory. Specifically, if it hits a virtual object, the deformation position is the collision position between the target motion trajectory and the virtual object; if the virtual prop does not collide with other virtual objects before reaching the end position of the target motion trajectory, but collides with a virtual object (for example, the ground, virtual buildings, etc.) at the end point, the deformation position is the position of the end point.
[0126] In this way, the actual motion trajectory of the virtual prop is the motion trajectory expected by the user. The user can accurately know the possible deformation position of the virtual prop when throwing, so that the virtual prop can be accurately controlled, which improves the accuracy of controlling the virtual prop. The control effect of the virtual prop is good, and the user does not need to judge the situation that the motion trajectory may be changed by rebound, which can also reduce the complexity and difficulty of the user's operation.
[0127] In one possible implementation, when the virtual prop collides with the virtual object, the adhesion position may be the position where the collision occurs. Specifically, in response to the virtual prop colliding with any virtual object on the target motion trajectory in the virtual scene, the terminal controls the virtual prop to adhere to the surface of the virtual object at the collision position according to the collision position between the virtual prop and the surface of the virtual object. In this way, the virtual prop does not change position during collision and adhesion, and the position is kept synchronized, which can well reflect the adhesion of the virtual prop, and can more accurately control the adhesion position, which also makes the control of the virtual prop more precise, the control effect is good, the display situation is more realistic, and the display effect is better.
[0128] In one possible implementation, the collision position can be determined by the target motion trajectory and the surface of the virtual object, and the collision position is the intersection between the target motion trajectory and the surface of the virtual object. The terminal can control the virtual prop to adhere to the surface of the virtual object at the intersection in response to the existence of an intersection between the target motion trajectory and the surface of any virtual object in the virtual scene.
[0129] In a specific possible embodiment, the collision process can be implemented by ray detection. When the virtual prop moves along the target motion trajectory, the terminal can emit a ray from the current position of the virtual prop to the tangent direction of the current position on the target motion trajectory to determine whether the ray passes through the surface of the virtual object. If so, the intersection of the ray and the virtual object can be used as the above-mentioned adhesion position.
[0130] Optionally, the length of the ray is the target length, which can be set by relevant technicians according to needs. For example, the length of the ray can be a smaller value, so that the ray can be used to determine whether the target motion trajectory will collide with the virtual object. If the length is set too large, it may result in the ray passing but the target motion trajectory does not pass through the virtual object. This embodiment of the application is not limited to this. Figure 7 As shown, the virtual prop 701 moves along the target motion trajectory 702. Assuming that the current position is A during the movement, the terminal can emit a ray starting from A, and the ray is AB. If the ray AB detects the virtual object, the virtual prop will collide with the virtual object in the next frame, and the collision point can be obtained (that is, the collision position, which will be used as the adhesion position later), and the virtual prop will adhere to the collision point and deform.
[0131] 304. The terminal controls the virtual prop to deform at the adhesion position.
[0132] After the virtual prop is attached to the surface of the virtual object, it can be deformed. In a possible implementation, the virtual prop can be deformed while being attached, or immediately after being attached, so as to simulate the deformation caused by the virtual prop colliding with the virtual object. For example, taking the virtual prop as a sticky incendiary agent, the deformation can be in the form of an explosion. After the sticky incendiary agent collides with the virtual object, it will adhere to the surface of the virtual object and explode.
[0133] In a possible implementation, the virtual prop has a certain deformation direction when deforming, so as to realistically simulate the virtual prop breaking or colliding and exploding. Specifically, the terminal can determine the deformation direction of the virtual prop according to the surface of the virtual object and the adhesion position, and control the virtual prop to deform along the deformation direction at the adhesion position.
[0134] The deformation direction can be set by relevant technical personnel according to needs. In a possible implementation, the deformation direction can be the normal direction of the surface of the virtual object. The step of the terminal determining the deformation direction can be: the terminal obtains the normal direction of the adhesion position on the surface of the virtual object, and determines the normal direction as the deformation direction of the virtual prop.
[0135] In this implementation, the surfaces of different virtual objects have different positions in the virtual scene, and the corresponding deformation directions are different. If the virtual object is the ground in the virtual scene, the ground is generally horizontal, and its normal direction is vertical, and the determined deformation direction is also the vertical direction. If the virtual object is a wall in the virtual scene, the wall is generally vertical, and its normal direction is horizontal, and the determined deformation direction is also the horizontal direction. If the virtual object is some buildings, the normal direction of these buildings can be determined as the deformation direction based on their surfaces.
[0136] In a specific possible embodiment, when the virtual prop is deformed along the deformation direction, a deformation area can be formed, that is, the terminal can determine the deformation area according to the deformation direction, or the terminal can determine the deformation area of the virtual prop according to the surface of the virtual object and the adhesion position, and control the virtual prop to deform within the deformation area.
[0137] It can be understood that the deformation area is located in the deformation direction. Figure 8 As shown, if the virtual object is the ground 801 in the virtual scene, the ground 801 is generally horizontal, and its normal direction is the vertical direction, and the determined deformation area 802 is located in the vertical direction of the ground 801. Fig. 9As shown, if the virtual object is a wall 901 in a virtual scene, the wall 901 is generally vertical, and its normal direction is horizontal, and the determined deformation area 902 is in the horizontal direction of the wall 901.
[0138] In one possible implementation, when the virtual prop is deformed, it can cause damage to the virtual characters in the surrounding area. For example, if the deformation is an explosion of the virtual prop, the explosion can have an impact on the surrounding area. The terminal can determine the area affected by the deformation, and determine whether to execute the corresponding function according to whether there is a virtual character in the area.
[0139] Specifically, the terminal obtains a second area corresponding to the adhesion position according to the adhesion position, and controls the virtual life value of the virtual character to decrease in response to any virtual character being located in the second area when the virtual prop is deformed.
[0140] For the second area, when the virtual prop is deformed, the virtual character located in the second area is damaged. In one possible implementation, the second area may be an area centered on the adhesion position. The shape of the second area may be circular or spherical, and of course, it may also be square or other shapes. The size of the second area may be a first target size, and the first target size may be set by relevant technical personnel as required. The embodiment of the present application does not limit the size and shape of the second area. In a specific possible embodiment, the terminal may obtain an area centered on the adhesion position and having a radius of a first radius as the second area. The first radius may be set by relevant technical personnel as required.
[0141] Regarding the process of reducing virtual health values, the target virtual health values can be reduced when the virtual character is affected by the deformation of the virtual props. Optionally, the target virtual health values can be set by relevant technical personnel according to needs, that is, the terminal can control the virtual health values of the virtual character to reduce the preset target virtual health values. For example, the deformation of the virtual props can cause a loss of 40 points of virtual health values. The first area includes two virtual characters, one of which originally has a virtual health value of 200. After being affected by the deformation, the virtual health value becomes 160. Another virtual character whose virtual health value was originally 40, after being affected by the deformation, the virtual health value becomes 0, and the virtual character is eliminated.
[0142] Optionally, the target virtual life value can also be determined according to the distance between the virtual character and the adhesion position (that is, the center point where the deformation occurs). That is, the terminal can determine the target virtual life value of the virtual character according to the distance between the virtual character and the adhesion position, and control the virtual life value of the virtual character to reduce the target virtual life value.
[0143] Optionally, the target virtual life value may be negatively correlated with the distance. That is, when the distance is larger, the target virtual life value is smaller. When the distance is smaller, the target virtual life value is larger.
[0144] For example, the first area includes two virtual objects, and the virtual health value of each virtual character is 200. One virtual character is closer to the adhesion position, and the virtual health value loss caused is determined to be 50. The other virtual character is farther from the adhesion position, and the virtual health value loss caused is determined to be 30. Then the virtual health values of the two virtual characters become 150 and 170 respectively.
[0145] In a possible implementation, the target virtual health value may be less than the maximum virtual health value of the virtual character. For example, the target virtual health value may be lower than the damage caused by the grenade. If the virtual prop is attached to the virtual character when the virtual health value is at the maximum value and deformed, the virtual health value of the virtual character will not be reduced to zero, that is, the virtual character will not be eliminated immediately.
[0146] For example, Fig.10 As shown, when the virtual prop collides with the wall 1001 in the virtual scene, it does not bounce back, but sticks to the wall 1001 and explodes immediately, causing certain damage to the players in the explosion range (i.e., the second area), and the terminal will display the explosion effect 1002. It should be noted that the damage of the virtual prop (such as sticky incendiary agent) is lower than the explosion damage of the grenade. If the player is at full health (i.e., the virtual health value is at the maximum value), he will not be eliminated if he is stuck and exploded.
[0147] 305. The terminal obtains a first area corresponding to the attachment position according to the attachment position.
[0148] After the virtual prop is deformed, it can burn within a range, and the terminal can display a first target special effect in the first area to reflect the burning effect of the range.
[0149] For the first area, the first area may be an area centered on the adhesion position. The shape of the second area may be circular or spherical, and of course, may also be square or other shapes. The size of the first area may be a second target size, and the second target size may be set by relevant technicians according to requirements. The embodiment of the present application does not limit the size and shape of the second area.
[0150] In a possible implementation, the terminal obtains an area with the adhesion position as the center and a radius as the target radius as the first area corresponding to the adhesion position. The target radius can be set by relevant technicians according to requirements, and the embodiment of the present application does not limit this.
[0151] 306. The terminal displays a first target special effect in the first area.
[0152] After the terminal determines the first area, the first target special effect can be displayed in the first area. The first target special effect can intuitively prompt the type of the virtual prop and the effect of the deformation, and the display effect is better. Through the first target special effect, the user can clearly know that the virtual prop can also burn in the surrounding area after deformation, which will have other effects on the virtual characters in the area. For example, the burning can cause continuous damage to the virtual character. Or the first target special effect is only used to prompt that the virtual prop has been deformed, and the burning has no other effects on the virtual character. The following is an example of a virtual prop causing continuous damage to a virtual character in a certain area after deformation. For details, please refer to steps 307 and 308.
[0153] In a possible implementation, the first target special effect may be a flame special effect, or other special effects, such as a continuous flash special effect, a continuous explosion special effect, a thick smoke or poisonous smoke special effect, etc. This embodiment of the present application does not limit this.
[0154] It should be noted that step 305 and step 306 are the process of displaying the first target special effect in the first area corresponding to the adhesion position. In this process, the terminal can determine the first area according to the adhesion position and then display the first target special effect in the first area. Of course, the terminal may not perform the step of obtaining the first area, but directly display the first target special effect with the adhesion position as the center. The embodiment of the present application does not limit which specific method is adopted.
[0155] In a possible implementation, the area where the burning virtual props cause damage to the virtual character may be the first area, and the virtual character in the first area is continuously damaged. In response to any virtual character being in the first area, the terminal may control the virtual life value of the virtual character to continuously decrease.
[0156] In another possible implementation, the area where the burning virtual prop causes damage to the virtual character is a third area different from the first area, and the terminal determines a third area for determining continuous damage. For details, see the following steps 307 and 308.
[0157] 307. The terminal obtains a third area corresponding to the attachment position according to the attachment position.
[0158] The third area is a damage area after the virtual prop is deformed, and the virtual character located in the third area suffers continuous damage.
[0159] Optionally, the range of the third area may be the same as the range of the first area, that is, the first area and the third area are the same.
[0160] Optionally, the first area and the third area may also be different. For example, in a specific possible embodiment, the third area includes the first area, and the third area is larger than the first area. For another example, in another specific possible embodiment, the third area is located in the first area, and the third area is smaller than the first area.
[0161] Similar to the first area and the second area mentioned above, the embodiment of the present application does not limit the size and shape of the third area. In a specific possible embodiment, the terminal can obtain an area with a radius of the second radius centered on the adhesion position as the third area corresponding to the adhesion position. The second radius can be set by relevant technical personnel according to needs. For example, the second radius can be the same as the target radius of the first area mentioned above, or it can be greater than the target radius, or less than the target radius. The embodiment of the present application does not limit this.
[0162] 308. In response to any virtual character being located in the third area, the terminal controls the virtual life value of the virtual character to continuously decrease.
[0163] After the terminal determines the third area, if there is a virtual character in the third area, the virtual character will be continuously damaged, and the terminal can control the virtual life value of the virtual character to continuously decrease.
[0164] In a possible implementation, the terminal may control the virtual life value of the virtual character to reduce the target life value every preset time period. For example, the terminal may control the virtual life value of the virtual character to reduce 20 virtual life points every second.
[0165] In one possible implementation, when the virtual character in the third area is continuously damaged, the user controlling the virtual character can be prompted by a second target special effect that the current virtual character is being damaged. Specifically, in response to the virtual character currently being controlled being located in the third area, the terminal can control the virtual life value of the currently controlled virtual character to continue to decrease, and display a second target special effect in the user graphical interface, where the second target special effect is used to prompt that the virtual life value of the currently controlled virtual character is decreasing. For example, the second target special effect is a light red color in the user graphical interface. Of course, the second target special effect can also be other forms of special effects, which are not limited in the embodiments of the present application.
[0166] For example, Fig.11 As shown in (a) of FIG. 1 , after the virtual prop is deformed, a flame effect 1101 can be displayed around the virtual prop. If the currently controlled virtual character is within the damage area 1102 (i.e., the third area) of the virtual prop, the user graphical interface displayed by the terminal is light red, and the virtual life value 1103 of the virtual character is decreasing. Fig.11 As shown in (b) of FIG. 1 , the damage area 1102 is a circular area with the adhesion position as the center and a radius R, where R is a positive number. It should be noted that in the implementation method where the first area and the second area are also circular areas, the first area and the second area are obtained in the same manner as the damage area 1102, except that R may be the same or different.
[0167] Virtual objects may be static virtual objects or dynamic virtual objects. For example, some virtual objects (such as virtual buildings) cannot move, which is a static virtual object. For another example, virtual characters or virtual vehicles can move in a virtual scene. If they are currently moving, they are dynamic virtual objects; if they are not moving, they are static virtual objects.
[0168] In one possible implementation, considering that the virtual object may be a dynamic virtual object, the virtual prop is adhered to the surface of the virtual object. If the virtual object is moving, the virtual prop can be driven to move, and the damage area of the virtual prop can follow the movement. Specifically, the terminal controls the third area to move with the movement of the virtual object in response to the movement of the virtual object in the virtual scene. In this way, since the third area may also move, the virtual character entering the third area will suffer continuous damage. Through the follow-up movement characteristics of the damage area, the adhesion of the virtual prop can be well reflected, the display is more in line with the real situation, and the display effect is better.
[0169] In one possible implementation, the display duration of the first target special effect is the target duration, and after the target duration, the function of causing damage to the virtual character in the third area disappears. The burning state of the virtual props will not be maintained all the time. A target duration can be set, and it will take effect within the target duration. After the target duration, it will no longer have an effect. The target duration can be set by relevant technical personnel according to needs. For example, the target duration can be 10 seconds. This embodiment of the application is not limited to this.
[0170] Here is a specific example, Fig.12As shown, the terminal can execute step 1201 of controlling the virtual object to equip the fire sticking agent (that is, sticking the burning agent or the above-mentioned virtual props), and execute step 1202 of judging whether to press the firing key (that is, the throwing control). If yes, enter the pre-throwing state 1203, which refers to the state when the above-mentioned pressing and throwing control is not released, and refers to the state in which the candidate motion trajectory is being adjusted and not thrown out. If not, the terminal continues to detect. After entering the pre-throwing state 1203, the terminal can execute step 1204 of judging whether to release, and if not, keep the pre-throwing state. If yes, the terminal can execute step 1205 of throwing out the fire sticking agent throwing object. The terminal can continue to execute step 1206 of judging whether to hit the object. If the fire sticking agent does not hit the object, it is still in the state of the fire sticking agent being thrown out. If the fire sticking agent hits the object, the fire sticking agent is pasted to the surface of the object and explodes (that is, deforms) to produce a burning area (that is, the third area). Step 1207. The terminal may continue to execute step 1208 of determining whether the object has moved. If not, the virtual props are kept burning in the burning area. If the object moves, the burning area follows the movement 1209. The terminal may execute step 1210 of determining whether a target (that is, a virtual character) has entered the burning area. If not, the detection may continue. If so, the terminal may execute step 1211 of deducting damage from the target (that is, reducing the virtual health value). The terminal may continue to execute step 1212 of determining whether the burning area has ended. If so, the terminal may execute step 1213 of making the flame special effect (that is, the first target special effect) disappear. If not, the terminal may continue to detect.
[0171] In the embodiment of the present application, on the one hand, a new type of throwing virtual props is introduced. Unlike the virtual props in the related art that bounce back after hitting a virtual object after being thrown, the new type of throwing virtual props has the ability to adhere. When it hits any virtual object when thrown, it will not bounce back, but will adhere to the surface of the virtual object, and will not rebound to deviate from the user's expected motion trajectory. In this way, the deformation position of the virtual props meets the user's expectations, and the user can accurately control the virtual props, which improves the accuracy of controlling the virtual props and has a good control effect on the virtual props. On the other hand, the virtual props will deform and display the first target special effect after being adhered. The deformation and the first target special effect can intuitively indicate the type of the virtual props and the effect it will produce after adhesion, and the display effect is better.
[0172] All the above optional technical solutions can be combined in any way to form optional embodiments of the present application, and will not be described in detail here.
[0173] Fig.13 is a structural diagram of a virtual prop control device provided in an embodiment of the present application, see Fig.13, the device comprises:
[0174] The control module 1301 is used to control the virtual prop to move along a target motion trajectory in the virtual scene in response to a throwing instruction for the virtual prop;
[0175] The control module 1301 is further configured to control the virtual prop to adhere to the surface of the virtual object and deform at the adhered position in response to the virtual prop colliding with any virtual object on the target motion track in the virtual scene;
[0176] The display module 1302 is used to display a first target special effect in a first area corresponding to the adhesion position.
[0177] In one possible implementation, the control module 1301 is used to control the virtual prop to adhere to the surface of the virtual object at the collision position according to the collision position between the virtual prop and the surface of the virtual object in response to the virtual prop colliding with any virtual object on the target motion trajectory in the virtual scene.
[0178] In a possible implementation, the control module 1301 is used to control the virtual prop to adhere to the surface of the virtual object at the intersection in response to the existence of an intersection between the target motion trajectory and the surface of any virtual object in the virtual scene.
[0179] In a possible implementation, the control module 1301 includes a determination unit and a control unit;
[0180] The determining unit is used to determine the deformation direction of the virtual prop according to the surface of the virtual object and the adhesion position;
[0181] The control unit is used to control the virtual prop to deform along the deformation direction at the adhesion position.
[0182] In a possible implementation, the determining unit is used to obtain a normal direction at the adhesion position on the surface of the virtual object, and determine the normal direction as the deformation direction of the virtual prop.
[0183] In a possible implementation, the display module 1302 includes an acquisition unit and a display unit;
[0184] The acquisition unit is used to acquire a first area corresponding to the adhesion position according to the adhesion position;
[0185] The display unit is used to display a first target special effect in the first area.
[0186] In a possible implementation manner, the acquisition unit is used to acquire an area with the adhesion position as the center and a radius as the target radius as the first area corresponding to the adhesion position.
[0187] In a possible implementation, the device further includes:
[0188] A first acquisition module, configured to acquire, according to the adhesion position, a second area corresponding to the adhesion position;
[0189] The control module 1301 is also used for controlling the virtual life value of any virtual character to decrease in response to any virtual character being located in the second area when the virtual prop is deformed.
[0190] In a possible implementation, the device further includes:
[0191] A second acquisition module, configured to acquire, according to the adhesion position, a third area corresponding to the adhesion position;
[0192] The control module 1301 is also used to control the virtual life value of any virtual character to continuously decrease in response to any virtual character being located in the third area.
[0193] In one possible implementation, the first area is the same as the third area, or the third area includes the first area and is larger than the first area; or the third area is located within the first area and is smaller than the first area.
[0194] In a possible implementation, the control module 1301 is further configured to control the virtual life value of the currently controlled virtual character to continuously decrease in response to the currently controlled virtual character being located in the third area;
[0195] The display module 1302 is also used to display a second target special effect in the user graphical interface, and the second target special effect is used to prompt that the virtual life value of the currently controlled virtual character is decreasing.
[0196] In a possible implementation, the control module 1301 is further configured to control the third area to move along with the movement of the virtual object in response to the virtual object moving in the virtual scene.
[0197] In a possible implementation, the display duration of the first target special effect is the target duration, and after the target duration, the function of causing damage to the virtual character in the third area disappears.
[0198] The device provided in the embodiment of the present application, on the one hand, introduces a new type of throwing virtual props. Unlike the virtual props in the related art that bounce back after hitting a virtual object after being thrown, the new type of throwing virtual props has the ability to adhere. When it hits any virtual object when thrown, it will not bounce back, but will adhere to the surface of the virtual object, and will not rebound to deviate from the user's expected motion trajectory. In this way, the deformation position of the virtual props meets the user's expectations, and the user can accurately control the virtual props, which improves the accuracy of controlling the virtual props and has a good control effect on the virtual props. On the other hand, the virtual props will deform and display the first target special effect after being adhered. The deformation and the first target special effect can intuitively indicate the type of the virtual props and the effect it will produce after adhesion, and the display effect is better.
[0199] It should be noted that: the virtual prop control device provided in the above embodiment only uses the division of the above functional modules as an example to illustrate when controlling virtual props. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the virtual prop control device is divided into different functional modules to complete all or part of the functions described above. In addition, the virtual prop control device provided in the above embodiment and the virtual prop control method embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.
[0200] The electronic device in the above method embodiment can be implemented as a terminal. For example, Fig.14 1400 is a block diagram of a terminal provided in an embodiment of the present application. The terminal 1400 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a laptop computer or a desktop computer. The terminal 1400 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
[0201] Typically, the terminal 1400 includes a processor 1401 and a memory 1402 .
[0202] The processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1401 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0203] The memory 1402 may include one or more computer-readable storage media, which may be non-transitory. The memory 1402 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one instruction, which is used to be executed by the processor 1401 to implement the virtual prop control method provided in the method embodiment of the present application.
[0204] In some embodiments, the terminal 1400 may also optionally include: a peripheral device interface 1403 and at least one peripheral device. The processor 1401, the memory 1402 and the peripheral device interface 1403 may be connected via a bus or a signal line. Each peripheral device may be connected to the peripheral device interface 1403 via a bus, a signal line or a circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1404, a display screen 1405, a camera assembly 1406, an audio circuit 1407 and a power supply 1409.
[0205] The peripheral device interface 1403 may be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1401 and the memory 1402. In some embodiments, the processor 1401, the memory 1402, and the peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1401, the memory 1402, and the peripheral device interface 1403 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
[0206] The radio frequency circuit 1404 is used to receive and throw RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1404 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1404 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The radio frequency circuit 1404 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes, but is not limited to: the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1404 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
[0207] The display screen 1405 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1405 is a touch display screen, the display screen 1405 also has the ability to collect touch signals on the surface or above the surface of the display screen 1405. The touch signal can be input to the processor 1401 as a control signal for processing. At this time, the display screen 1405 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 1405 can be one, set on the front panel of the terminal 1400; in other embodiments, the display screen 1405 can be at least two, respectively set on different surfaces of the terminal 1400 or in a folding design; in other embodiments, the display screen 1405 can be a flexible display screen, set on a curved surface or a folding surface of the terminal 1400. Even, the display screen 1405 can also be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1405 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0208] The camera assembly 1406 is used to capture images or videos. Optionally, the camera assembly 1406 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal, and the rear camera is arranged on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1406 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0209] The audio circuit 1407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals and input them into the processor 1401 for processing, or input them into the radio frequency circuit 1404 to achieve voice communication. For the purpose of stereo acquisition or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1400. The microphone may also be an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert the electrical signal from the processor 1401 or the radio frequency circuit 1404 into sound waves. The speaker may be a traditional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for purposes such as ranging. In some embodiments, the audio circuit 1407 may also include a headphone jack.
[0210] The power supply 1409 is used to power various components in the terminal 1400. The power supply 1409 can be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 1409 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0211] In some embodiments, the terminal 1400 further includes one or more sensors 1410 , including but not limited to: an acceleration sensor 1411 , a gyroscope sensor 1412 , a pressure sensor 1413 , an optical sensor 1415 , and a proximity sensor 1416 .
[0212] The acceleration sensor 1411 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established by the terminal 1400. For example, the acceleration sensor 1411 can be used to detect the components of gravity acceleration on the three coordinate axes. The processor 1401 can control the display screen 1405 to display the user interface in a horizontal view or a vertical view according to the gravity acceleration signal collected by the acceleration sensor 1411. The acceleration sensor 1411 can also be used for collecting game or user motion data.
[0213] The gyro sensor 1412 can detect the body direction and rotation angle of the terminal 1400, and the gyro sensor 1412 can cooperate with the acceleration sensor 1411 to collect the user's 3D actions on the terminal 1400. The processor 1401 can implement the following functions based on the data collected by the gyro sensor 1412: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0214] The pressure sensor 1413 may be provided at the side frame of the terminal 1400 and / or the lower layer of the display screen 1405. When the pressure sensor 1413 is provided at the side frame of the terminal 1400, it may detect the user's holding signal of the terminal 1400, and the processor 1401 may perform left and right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1413. When the pressure sensor 1413 is provided at the lower layer of the display screen 1405, the processor 1401 may control the operability control on the UI interface according to the user's pressure operation on the display screen 1405. The operability control includes at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0215] The optical sensor 1415 is used to collect the ambient light intensity. In one embodiment, the processor 1401 can control the display brightness of the display screen 1405 according to the ambient light intensity collected by the optical sensor 1415. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1405 is increased; when the ambient light intensity is low, the display brightness of the display screen 1405 is reduced. In another embodiment, the processor 1401 can also dynamically adjust the shooting parameters of the camera component 1406 according to the ambient light intensity collected by the optical sensor 1415.
[0216] The proximity sensor 1416, also called a distance sensor, is usually disposed on the front panel of the terminal 1400. The proximity sensor 1416 is used to collect the distance between the user and the front of the terminal 1400. In one embodiment, when the proximity sensor 1416 detects that the distance between the user and the front of the terminal 1400 is gradually decreasing, the processor 1401 controls the display screen 1405 to switch from the screen-on state to the screen-off state; when the proximity sensor 1416 detects that the distance between the user and the front of the terminal 1400 is gradually increasing, the processor 1401 controls the display screen 1405 to switch from the screen-off state to the screen-on state.
[0217] Those skilled in the art will understand that Fig.14 The structure shown in the figure does not constitute a limitation on the terminal 1400, and the terminal 1400 may include more or less components than those shown in the figure, or combine some components, or adopt a different component arrangement.
[0218] The electronic device in the above method embodiment can be implemented as a server. For example, Fig.151 is a schematic diagram of the structure of a server provided in an embodiment of the present application. The server 1500 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1501 and one or more memories 1502, wherein the memory 1502 stores at least one program code, and the at least one program code is loaded and executed by the processor 1501 to implement the virtual prop control method provided in the above-mentioned various method embodiments. Of course, the server may also have components such as a wired or wireless network interface and an input and output interface for input and output, and the server may also include other components for implementing device functions, which will not be described in detail here.
[0219] In an exemplary embodiment, a computer-readable storage medium is also provided, such as a memory including at least one program code, and the at least one program code is executable by a processor to implement the virtual item control method in the above embodiment. For example, the computer-readable storage medium can be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, etc.
[0220] In an exemplary embodiment, a computer program product is also provided. In one aspect, a computer program product or a computer program is provided, the computer program product or the computer program includes one or more program codes, and the one or more program codes are stored in a computer-readable storage medium. One or more processors of an electronic device can read the one or more program codes from the computer-readable storage medium, and the one or more processors execute the one or more program codes, so that the electronic device can perform the above-mentioned virtual prop control method.
[0221] It should be understood that in the various embodiments of the present application, the size of the serial numbers of the above-mentioned processes does not mean the order of execution. The execution order of each process should be determined by its function and internal logic, and should not constitute any limitation on the implementation process of the embodiments of the present application.
[0222] It should be understood that determining B based on A does not mean determining B only based on A. B can also be determined based on A and / or other information.
[0223] A person of ordinary skill in the art will understand that all or part of the steps to implement the above embodiments can be completed by hardware, or can be completed by instructing related hardware through a program, and the program can be stored in a computer-readable storage medium. The above-mentioned storage medium can be a read-only memory, a disk or an optical disk, etc.
[0224] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. A virtual prop control method, characterized in that: The method comprises: In response to a throwing instruction for a virtual prop, controlling the virtual prop to move along a target motion trajectory in a virtual scene; In response to a collision between the virtual prop and any virtual object on the target motion track in the virtual scene, the virtual prop is controlled to adhere to the surface of the virtual object, and an area with the adhesion position as the center and a radius of the first radius is obtained as a second area corresponding to the adhesion position, and within the second area, deformation occurs along a deformation direction at the adhesion position; wherein the virtual prop is deformed while being adhered, or the virtual prop is deformed immediately after being adhered; the second area is an area affected by the deformation; and the deformation direction is a normal direction at the adhesion position on the surface of the virtual object; In response to any virtual character being located in the second area when the virtual prop is deformed, controlling the virtual character to reduce a target virtual life value; the size of the target virtual life value is negatively correlated with the distance between the virtual character and the adhesion position, and the target virtual life value is less than the maximum life value of the virtual character; Acquire an area with the adhesion position as the center and a radius equal to the target radius as a first area corresponding to the adhesion position; In the first area, a first target special effect is displayed, where the first target special effect is used to indicate the type of the virtual prop and the effect of the deformation, and the display duration of the first target special effect is a target duration; An area with the adhesion position as the center and a radius of the second radius is obtained as a third area corresponding to the adhesion position; the third area is a damage area after the virtual prop is deformed, and the virtual character located in the third area is continuously damaged. After the target time, the function of the third area causing damage to the virtual character disappears; In response to the virtual object moving in the virtual scene, controlling the third area to move along with the movement of the virtual object; In response to any virtual character being located in the third area during the display of the first target special effect, the virtual life value of the virtual character is controlled to continue to decrease during the display of the first target special effect; and a second target special effect is displayed in the user graphical interface, wherein the second target special effect is used to prompt that the virtual life value of the currently controlled virtual character is decreasing.
2. The method according to claim 1, characterized in that In response to the virtual prop colliding with any virtual object on the target motion track in the virtual scene, controlling the virtual prop to adhere to the surface of the virtual object includes: In response to a collision between the virtual prop and any virtual object on the target motion track in the virtual scene, the virtual prop is controlled to adhere to the surface of the virtual object at the collision position according to the collision position between the virtual prop and the surface of the virtual object.
3. The method according to claim 1, characterized in that The method further comprises: Determining a deformation direction of the virtual prop according to the surface of the virtual object and the adhesion position; The virtual prop is controlled to deform along the deformation direction at the adhesion position.
4. The method according to claim 3, characterized in that The step of determining the deformation direction of the virtual prop according to the surface of the virtual object and the adhesion position includes: The normal direction at the adhesion position on the surface of the virtual object is obtained, and the normal direction is determined as the deformation direction of the virtual prop.
5. The method according to claim 1, characterized in that The first area is the same as the third area, or the third area includes the first area and is larger than the first area; or the third area is located within the first area and is smaller than the first area.
6. The method according to claim 1, characterized in that In response to the virtual prop colliding with any virtual object on the target motion track in the virtual scene, controlling the virtual prop to adhere to the surface of the virtual object includes: In response to the existence of an intersection between the target motion trajectory and the surface of any virtual object in the virtual scene, the virtual prop is controlled to adhere to the surface of the virtual object at the intersection.
7. A virtual prop control device, characterized in that: The device comprises: A control module, for controlling the virtual prop to move along a target motion trajectory in a virtual scene in response to a throwing instruction for the virtual prop; The control module is further configured to control the virtual prop to adhere to the surface of the virtual object in response to a collision between the virtual prop and any virtual object on the target motion track in the virtual scene, and to deform along a deformation direction at the adhesion position in a second area; wherein the virtual prop deforms while being adhered, or the virtual prop deforms immediately after being adhered; the second area is an area affected by the deformation; and the deformation direction is a normal direction at the adhesion position on the surface of the virtual object; A display module, including an acquisition unit and a display unit; The acquisition unit is used to acquire an area with the adhesion position as the center and a radius of the first radius as the second area corresponding to the adhesion position; The control module is further configured to control the virtual character to reduce a target virtual life value in response to any virtual character being located in the second area when the virtual prop is deformed; the target virtual life value is negatively correlated with the distance between the virtual character and the adhesion position, and the target virtual life value is less than the maximum life value of the virtual character; The acquisition unit is further used to acquire an area with the adhesion position as the center and a radius as the target radius as the first area corresponding to the adhesion position; The display unit is used to display a first target special effect in the first area, where the first target special effect is used to indicate the type of the virtual prop and the effect of the deformation, and the display duration of the first target special effect is a target duration; The acquisition unit is further used to acquire an area with the attachment position as the center and a radius of the second radius as a third area corresponding to the attachment position; the third area is a damage area after the virtual prop is deformed, and the virtual character located in the third area is continuously damaged. After the target time, the function of the third area causing damage to the virtual character disappears; The control module is further configured to control the third area to move along with the movement of the virtual object in response to the virtual object moving in the virtual scene; The control module is further configured to, in response to any virtual character being located in the third area during the display period of the first target special effect, control the virtual life value of the virtual character to continuously decrease during the display period of the first target special effect; The display module is further used to display a second target special effect in the user graphical interface, and the second target special effect is used to prompt that the virtual life value of the currently controlled virtual character is decreasing.
8. The device according to claim 7, characterized in that The control module is used for: In response to a collision between the virtual prop and any virtual object on the target motion track in the virtual scene, the virtual prop is controlled to adhere to the surface of the virtual object at the collision position according to the collision position between the virtual prop and the surface of the virtual object.
9. The device according to claim 7, characterized in that The control module includes a determination unit and a control unit; The determining unit is used to determine the deformation direction of the virtual prop according to the surface of the virtual object and the adhesion position; The control unit is used to control the virtual prop to deform along the deformation direction at the adhesion position.
10. The device according to claim 9, characterized in that The determining unit is used to obtain the normal direction at the adhesion position on the surface of the virtual object, and determine the normal direction as the deformation direction of the virtual prop.
11. The device according to claim 7, characterized in that The first area is the same as the third area, or the third area includes the first area and is larger than the first area; or the third area is located within the first area and is smaller than the first area.
12. The device according to claim 7, characterized in that The control module is used for: In response to the existence of an intersection between the target motion trajectory and the surface of any virtual object in the virtual scene, the virtual prop is controlled to adhere to the surface of the virtual object at the intersection.
13. An electronic device, characterized in that: The electronic device includes one or more processors and one or more memories, wherein at least one program code is stored in the one or more memories, and the at least one program code is loaded and executed by the one or more processors to implement the virtual prop control method according to any one of claims 1 to 6.
14. A computer-readable storage medium, characterized in that: The storage medium stores at least one program code, and the at least one program code is loaded and executed by the processor to implement the virtual prop control method according to any one of claims 1 to 6.
15. A computer program product, characterized in that The computer program product includes one or more program codes, which are stored in a computer-readable storage medium. The one or more program codes are retrieved from the computer-readable storage medium and executed by one or more processors of an electronic device, so that the electronic device can execute the virtual prop control method as described in any one of claims 1 to 6.
Citation Information
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